/Engine/Source/Editor/UnrealEd/Public/Kismet2/KismetEditorUtilities.h
Create a new event node in the blueprint, for the supplied class, event name and blueprint
static void CreateNewBoundEventForClass ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * Class, [FName](API\Runtime\Core\UObject\FName) EventName, [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, [FObjectProperty](API\Runtime\CoreUObject\UObject\FObjectProperty) * ComponentProperty )